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    1. shadowulf

      Questions about warheads

      Update: 30 round mag succesfully tested and being build into a small-ish fighter. it will feature two launchers, locked to simutaniously fire. i am also adapting a few current designs to fire torpedoes instead of energy weapons. I have also integrated a reloading system to ease the reloading...
    2. shadowulf

      Scanners and Jump Inhibitors on Stations.

      The best way I have found for scanners is to dock a scanner to the station, then hop in when you want to scan
    3. shadowulf

      Improved object loading.

      Good idea, but might take a bit more RAM to use. Shouldn't be a problem though.
    4. shadowulf

      Constant rotation.

      Hmm. Interesting as my station works just fine with my serup-tested yesterday on the nfd build server. A rail controller is not nessesary, and my setup doesn't use one. Again, its button behind rotator, linking to an AND gate, linked to a button(linked to the rotator) with the desired rotator...
    5. shadowulf

      Brainstorm This Missile ammo brainstorming

      Brain Blast! Instead of ammo, have linked storages filled with Resources that are used based on weapon size, slaves, damage, etc. Even a linear scaling of resources used would make titans pause before firing their 9+ million swarmers. This will limit their use, if they are used at all. As...
    6. shadowulf

      Brainstorm This Missile ammo brainstorming

      OK, I'm starting to like the direction this is going. However, two major turn-offs are the current viability of warhead torpedoes as a limited use, high risk low reward weapon could be changed to be a high risk high reward weapon with a lot of damage potential but low chances of impact. The...
    7. shadowulf

      Planned Global Skins

      I know I'm a bit late, but id like to point something out. Evolve was a bad choice to quote here, as it has some stark differences to this case. One, the day 1 DLC argument is valid, especially from AAA companies such as EA. It implies the developers of that game didn't put in the feature...
    8. shadowulf

      Constant rotation.

      Totally forgot that, though I do believe the OP Is aware. Thanks for the correction.
    9. shadowulf

      Questions about warheads

      My work will continue on mag tech, while designing and building a ship to aim and fire multiple torps at a time accurately. A thought to aim is integrated mags with cameras mounted behind the launch point. I'm also designing a stealthed ship with missiles.
    10. shadowulf

      creative mode

      It does now. Be an admin or in a shipyard and you should see a creative mode tab in your inventory.
    11. shadowulf

      Questions about warheads

      I like the design. My mags are larger, but can be modified to hold 15 rounds. I must say that the cost of your missiles looks pretty low. I will play around with designs to make a high-capacity mag tonight. One idea I have is putting rail next to your main one to refill the main path...
    12. shadowulf

      Constant rotation.

      An easy way I found is button next to the rotator, linked to a button with the rotator you want it to switch to. Basically have your 'I'm done rotating' pulse trigger the next rotation. To have it togglable just link buton-AND-button with rotator and have your activation module connect to the...
    13. shadowulf

      Why don't we use Gaussian distribution for weapon dispersion.

      AI are brutally accurate if you move in a same flight path on their highest setting. Now, for dispersion, yes the gun will have flaws. Yes, the magnetic field will have fluxes, but in modern terms our accuracy with laser can be brought down to nanometers, and the accuracy of a barrel is...
    14. shadowulf

      Brainstorm This Missile ammo brainstorming

      Matt_Bradock have you seriously not looked at my posts and several others? Warheads are already ammo, just modify the block behavior. Additionally, no new block IDs have to be used up. And again, why is everyone opposed to warheads on torpedoes? Last night I put the damage of my warheads at...
    15. shadowulf

      Brainstorm This Missile ammo brainstorming

      Torpedo's can be made in the game now, don't use up precious block id's to further alienate a possibly great feature. Four things would have to be done to make torps a viable weapon. 1. Scale back up the power of warheads, and make their damage a deminishing return. 2. Allow an entity to...
    16. shadowulf

      Damage scale of warheads and missiles and nuclear weapons

      Thick armor isn't just what is used though. Currently there are ablative and reactive type armors that would decrease the amount of armor needed to allow room for further weapons. Reactive armor(explosive detonation to fight RPGs) and ablative armor( shatters on impact to dispell...
    17. shadowulf

      Ship Classification

      Well put, though I believe you left out that battlecruisers are in the same weapons class as battleships, just with less armor. I classify the distinction between battle cruiser and battleship by seeing average layers of armor. 1-2 average I classify a battle cruiser and 3+ a battleship. My...
    18. shadowulf

      Questions about warheads

      If possible I can try to help with that. My mag integrates with the ship and an action action module switches it between loading and firing. Where it is launched is where its docked to reload the mag. However the downside is travel time to the barrel is increased. I have an idea for a quad...
    19. shadowulf

      Questions about warheads

      I currently have a shelved prototype that has 10 capacity and would like to compare. For reference mine has an auto reload system, so its a bit larger than most. I'm working on a project it would be good for
    20. shadowulf

      Questions about warheads

      Nicely done Dr. Whammy! Looks great as well. I'm interested in those mags you mentioned, any chance I could see them?